Time Magic

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Index Characters Locations Equipment Bestiary
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Index Characters Locations Items Bestiary

This page is about time magic as a general job command. For the job command in Bravely Default: Where the Fairy Flies, see Time Magic (Bravely Default). For the job command in Bravely Second: End Layer, see Time Magic (Bravely Second).

Time Magic (時空魔法, Jikū Mahō) is a recurring job command in the Bravely series games. It is the branch of magic mainly used to set the pace of the match and inflict damage, and might be comparable to Black Magic. It is innate to time mages.

The power of some time magic spells is augmented by the INT stat of the user. The higher the stat, the stronger the spells become. Other jobs are able to use time magic spells by equipping the corresponding job command, and scrolls, which can be bought in cities and in certain locations, are required to use spells. Below is a list of common time magic spells:

Contents

[edit] Spells

Spell Name Cost Description Game Introduced Game Appearances
Slow 4 MP Lower the speed of one target by 25% for four turns. Bravely Default: Flying Fairy BDFF
Regen 5 MP Restore 3% of HP to one target at the end of each turn. BDFF, BSEL
Quake Deal minor earth damage to one target. This spell can be group-cast.
Haste 8 MP Raise one target's speed by 50% for four turns.
Teleport 20 MP Escape from dungeons and battles. Note that this is not affected by reflect and will not work in certain battles or areas. BDFF
Quara 15 MP Deal medium earth damage to one target. This spell can be group-cast. BDFF, BSEL
Gravity 12 MP Has a 50% chance to deal damage equal to half of maximum HP to one target. Note that this will not work on certain enemies, such as bosses.
Veil 8 MP Raise one target's evasion by 50% for four turns. BDFF
Slowga 16 MP Lower all targets' speed by 25% for four turns. This is not affected by reflect.
Hastega 12-32 MP Raise all allies' speed by 50% for four turns. This is not affected by reflect. BDFF, BSEL
Veilga 24 MP Raise all allies' evasion by 50% for four turns. This is not affected by reflect. BDFF
Comet 12-25 MP Unleash a non-elemental attack up to four times to one target. Note that this attack is not affected by reflect. BDFF, BSEL
Quick 20 MP Raise one target's number of attacks by 50% for four turns.
Stop 10 MP Has a 75% chance to place the target in the stop state.
Quaga 45 MP Deal major earth damage to one target. This spell can be group-cast.
Graviga 25 MP Has a 50% chance to deal damage equal to three-fourths of maximum HP to one target. Note that this will not work on certain enemies, such as bosses. BDFF
Reraise 80 MP Enable one ally to automatically recover from a K.O. state. BDFF, BSEL
Meteor 99 MP Unleash four powerful non-elemental attacks that randomly target enemies. Note that this attack is not affected by reflect.
Quickga 40 MP Raise all targets' number of attacks by 100% for five turns. Bravely Second: End Layer BSEL

[edit] Abilities/Status Effects affecting Time Magic

[edit] Abilities

  • User-Side:
    • Epic Group-Cast / Group-Cast Master - retains a time magic's power even when group-casting
    • Pierce M.Def - lets time magic ignore M.Def and deal more damage to a target
    • Group-Cast All - allows single-target time magic to be cast on all enemies/allies
    • Pierce Default - lets time magic ignore Default's damage reduction
    • Prolong Support - doubles the duration of stat-raising effects on yourself (on whole party in Bravely Second)
    • Save Magic MP - reduces the MP cost of time magic by 25%
    • In the Red - boosts the power of magic damage when the user has negative BP
    • Chainspell - allows time magic to be cast twice in one turn
    • Speculate - gives magic damage a 50/50 chance to deal double or no damage
    • Full Leverage - doubles the power of magic damage and MP cost for five turns
    • Low Leverage - halves the power of magic damage and MP cost for five turns
    • Save TM MP - reduces the MP cost of time magic by 25%
    • Magic Critical / Critical Hitter - gives time magic a chance to score a critical hit
    • Phantom Weapon - adds the equipped weapon's damage to magic damage
    • Zero - boosts magic damage by 1.5x when the current MP amount ends with 0
    • Convergence - boosts the power of Meteor by 1.5x but turns it into a single-target spell
    • Status Ailment Amp - raises the chance of imparting stop
    • Spellcraft - boosts the power of time magic and allows it to be modified
    • Full Charge - doubles the power of time magic when MP is full
    • Prescience - gives priority to stat-raising spells
    • Prolong Enfeeble - doubles the duration of stat-lowering effects on your targets
    • Good Measure - combines a successively cast identical time magic and boosts its power by 2.5x
    • Brevity - gives time magic a chance to be boosted by Good Measure even without casting it successively
    • Echo - gives time magic a chance to be cast successively without any MP or BP cost
  • Target-Side:
    • Abate Earth - reduces damage taken from earth spells
    • Damage Dispersion - distributes 45% of damage taken from time magic to allies
    • Support Amp - increases value of stat-raising effects by 10% and reduces value of stat-lowering effects by 10%
    • Convert MP - recovers 1% (5% in Bravely Second) MP when taking damage from time magic
    • Magic Armor - reduces the damage of elemental spell when it matches the target's current sword magic
    • Anti-Magic - raises M.Def of the target when hit by an offensive time magic
    • Absorb Magic - nullifies magic damage and restores the target's MP equal to the MP cost of the cast spell
    • Shorten Ailment - hastens the rate at which stop can be cured naturally
    • Absorb M. Damage - heals 25% HP when taking damage from time magic unless it would put the target to K.O.
    • Guardian Spirit - gains 25% Soul Power for every time magic taken

[edit] Status Effects

  • User-Side:
    • Silence - disables the use of time magic
    • Fairy's Aid - boosts the power of earth spells by 1.5x for five turns
    • Stillness - nullifies damage taken from time magic
    • Calm - nullifies damage taken from time magic
    • Elemental Boon - boosts the power of time magic by 1.5x if this magic matches the spell's element
  • Target-Side:
    • Element-Weak - takes 1.5x more damage from time magic if this effect matches the spell's element
    • Default - reduces damage taken from time magic
    • Reflect / Magic Mirror - returns time magic back to the caster's side
    • Before Swine - halves damage taken from time magic and counterattacks with a conventional attack with 3x the power
    • Eye for an Eye - counterattacks with a conventional attack with 4x the power when an ally takes damage from time magic
    • Spirit Barrier - nullifies damage to HP but reduces MP equal to 10% of damage taken from time magic
    • Spirit Ward - nullifies damage taken from earth spells
    • Adaptation - absorbs damage taken from earth spells
    • Greater Spirit Ward - halves damage taken from earth spells
    • Fairy Ward - confers immunity to stop
    • Enigma - nullifies damage taken from earth spells
    • Mist - makes time magic take effect at the end of every turn but hits all targets for three turns
    • Elemental Ward - reduces damage taken from time magic
    • Elemental Mirror - reflects time magic back to the caster's side if this magic matches the spell's element
    • Elemental Barrier - nullifies damage taken from time magic if this magic matches the spell's element
    • Status Barrier - confers immunity to stop
    • Undo Action - evades one time magic action
    • Holy Night - recovers 15% of HP when taking damage from time magic while in Default
    • Winter Storm - disables the effect of recovery magic

[edit] Gallery

Last edited by Ciel Phantomhive on 15 April 2017 at 06:01
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